directly liftin' from the changelog, as of june 23 / 15 (assuming "beta" means this could potentially change):
-downthrow causes tumble. this pretty much means dthrow is, once again, one of the best throws in the game, because you're forcing guesses regardless of weight
-we got better weight now
-every special move now lets you keep your jumps when grounded. yes, you read that right (e: probably a bug or an accidental flub from the PMDT, it's not in yet)
notable bits:Tilts
-Down Tilt
--IASA lowered from 22 to 20
--Ported the first hitbox kb/dmg/angle stats (the "Roy" pop up hitbox) to the second hitbox.
Aerials
-Down Aerial
--Hits on frames 12-13. All hitboxes are 14% DMG, 35 angle, 30 BKB, 75 KBG, 4.25 size.
--Altered animation to have more force behind it.
Grabs
-Standing grab range 13 units -> 14 units.
Throws
-Down Throw
--Always forces tumble.
Specials
-Neutral Special
--Damage per hit lowered from 2% -> 1%.
--Has a re-hit rate of 5 frames (4 at the smaller "sweetspot" at the middle of the tornado), instead of ranging between 6-10-ish frames depending on how fast Meta Knight is spinning.
--Sweetspot and side hitboxes have 110 angle, 40 BKB, and have priority. Larger center hitbox has 90 angle, 30 BKB, usually only hitting if the opponent is grounded or below Meta Knight.
--Aerial ending hitbox moved upwards slightly, to the same height as the grounded ending hitbox.
--Beginning of grounded neutral-B no longer forces Meta Knight off the ground.
--Modified the coding to make mashing easier, but also to remove the ability to use d-pad specials to gain excessive height. Keeps the same practical height gain.
-Side Special
--Multi-hit's rehit rate changed from 5 frames to 4. Deals a whole 1% more total damage as a result.
--Increased size of multi-hit's frontmost hitbox from 3 -> 4.5, and moved it backwards by 1 unit.
--Lowered the BKB of the multi-hits by various amounts to improve linkage.
--Aerial final hit's hitbox sizes (sword/body) reduced from 6.56/7.38 to 5/6. Moved hitboxes inward by 0.64/2 units.
-Up Special
--All hitboxes on up+b normalized to 1x hitlag.
--Flub hitbox on grounded up+b reinstated.
--Aerial up+b weak hit duration reverted to 3.02.
--Disabled vertical momentum during aerial startup, for more consistent height gain.
--Altered some sound effects to be less busy.
--Grounded up-B has Meta Knight take out his wings partway through, as his wings were animated but weren't actually set to display properly.
-Down Special (Dimensional Cape)
-KBG on the strong hitbox decreased to 100 from 115.
--Increased the size of the attack's hitboxes somewhat in order to fill the graphics a bit more.
--Ledge cancelling the slash causes you to go into regular fall instead of special fall.
--Altered ending coding to be consistent between air/ground.
Other
-Weight was increased to 79 from 70.
-Added a dust effect when Meta Knight is nearing the end of his glide timer.
-Various slash, animation, and other graphical polishes.
-All specials now cause Meta Knight to lose all remaining jumps if used in the air. Keeps jumps if used from the ground. Previous behavior caused neutral-B, side-B, and up-B to lose 1 jump, and down-b to lose all jumps if used in the air.
-downthrow causes tumble. this pretty much means dthrow is, once again, one of the best throws in the game, because you're forcing guesses regardless of weight
-we got better weight now
-every special move now lets you keep your jumps when grounded. yes, you read that right (e: probably a bug or an accidental flub from the PMDT, it's not in yet)
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